Divinity: Dragon Commander Beta

Changelist 1.0.167.9727

We're still hard at work on finalizing Dragon Commander and here is the result of today's efforts. The leaderboards are now functional but to be in them, you need to actually play a ladder game against another player :) It doesn't automatically refresh yet (i.e. you need to click on the buttons show top and show my position) but that'll be fixed tomorrow. The leaderboards are still in testing and will be cleared once the game launches, but we'll do something special for those who participate during the beta. More on that tomorrow.

- Default resolution should be better detected now- Fixed problems where game hang at the next dragon loadout screen when a player left during a previous RTS game - Turn message and timer will no longer overlap- Added more modifiable keys to the game, more hints and two more input examples during loadingscreens- Fixed issue where cards were draggable in the card selection window- Fixed saving of transports in the strategy phase- Added ELO rating system to leaderboards- Added more tooltips in the combat UI- Fixed some animation irregularities for dragons in multiplayer- Tweaked auto-resolve formulas- Added "passive" description to passive skills in dragon loadout- Changed rules when weapon ranges were shown a bit. Also works for boats and air units now- Added tooltip to better explain the support mechanic- UI's on strategy map will close when optional game timer expires- Fixed some stability problems during RTS gameplay- Fix for desync during strategy phase- Added dematerialize effect on dragon death- Terrain texture quality will scale with texture settings now, to give low-end systems some breathing space- Added Connect To IP option in the lobby- Bloodsplashes are only shown for local player now- Several stability and performance enhancements

Hmm. I wasn't aware of the Reserve Units concept. I believe the enemy had 6 hunters 4 troopers, Devastators and some Warlocks but I don't know how many. I don't think it was just the Reserve Unit concept though as I know I only invaded with 2 Juggernauts (among my other troops) yet I was able to insta-build many more Later in the battle I'd have to manufacture some completly but then others would spawn instantly again. It did appear quite random to me. Same with my other units.

Hmm maybe they were just cloaked if they can shoot while being stealth. However I know that I shot directly at the center of those fire whirls they create and even with the Eye of the Patriarch nothing happened. Does cloak also grant evasiveness? However I am fairly certain that I saw at least 1 explode and still keep on shooting when I was in dragon form.

RunicDawn, do you know how many units he had on that country at the time you invaded?One of the patches added in the concept of Reserve Units. You can only support bringing in so many units into a battle, and if you exceed that cap, the rest are held in reserve.

Reserve units can be spawned instantly and at no cost from the appropriate build structure, once your total support cost falls below the cap. It sounds like this might be the case of Reserve units being deployed. Enemy capitals tend to have lots and lots of units built up, especially if you've been sitting on their doorstep for a long time.

Units shooting after their death does sound like a bug... unless... Warlocks can shoot while cloaked. Maybe some were just cloaked?

I have encountered a bug in the map Little Rivelon 1v1 vs AI. When batteling the enemy in his captial sometimes certain units would instantly spawn. Juggernaut, Grenadier, sometimes Imp Fighters and sometimes Troopers for me and for the enemy it appeared to be Hunters, Troopers, sometimes Imp Fighters and sometimes Warlocks. Also in that particular battle the enemy's warlocks would continue shooting for a while after their death. Restarting the battle didn't help but I was able to win anyway.I don't know if it is possible to replicate this and wouldn't classify it as a major issue just something to note down for later maybe.

Thanks for the update. I've already found a bug. I use a 5 button mouse (Logitech G500), and since I can now change the camera pan, I decided to move it to my "Extra Mouse Button 2". Unfortunately, that seems to double as the "Spawn Dragon" button. I have not changed the default Spawn Dragon button from "R". When I hit Extra Mouse Button 2 and the Dragon is on a timer, the camera correctly pans, but if I can spawn, I also spawn as a Dragon.